Sleepyhead

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Viewing 6 posts - 31 through 36 (of 36 total)
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  • in reply to: Tribe Chat #12997
    Sleepyhead

    Lvl 97 USEast2
    Polar Bear
    Posts: 38

    I thought it odd there wasn’t one already

    in reply to: Suggestion: pve and pvp #7874
    Sleepyhead

    Lvl 97 USEast2
    Polar Bear
    Posts: 38

    @ion00 That’s probably because victims complain and want everyone to know how unfairly they’ve been treated. People who leave the game because of reasons I’ve mentioned are very unlikely to share their story.

    East is a friendly non-pvp server. If an honest player is getting abused the server will stop it. Quitting on East because of PvP is a L2P issue. Plain and simple.

    in reply to: Suggestion: pve and pvp #7854
    Sleepyhead

    Lvl 97 USEast2
    Polar Bear
    Posts: 38

    I disagree with the premise of your argument: “PvP is the number one reason why anyone quits this game”
    I would argue repetitiveness, time consuming (even with no skill loss from death), unrewarding and being unsociable are more likely the reasons players stop playing. PvP introduces enemies which breeds rivalries, alliances and thugs. Excitement.

    in reply to: Myst gathering #4119
    Sleepyhead

    Lvl 97 USEast2
    Polar Bear
    Posts: 38

    If you start making Myst easier to gain in the form of Myst per action/loot you would only widen the gap between the top players and newbies. Myst upgrades are primarily combat upgrades. If you want to power up your character you have to expose yourself to losing myst, exp and skill levels. I like the system how it is now. I think the amount of EXP and loot you get from artisan skills is sufficient enough.

    @Sarsi I have never noticed this or seen this mentioned before.

    in reply to: Suggestion: Guild Name or Logo beside or above names #3862
    Sleepyhead

    Lvl 97 USEast2
    Polar Bear
    Posts: 38

    toogood

    in reply to: Suggestion: Party System and Friends List. #3860
    Sleepyhead

    Lvl 97 USEast2
    Polar Bear
    Posts: 38

    /resurrect thread
    It’s easy to brush over this topic because for solo players it has little to no value, but for a player who got brought in by a friend and has been enjoying a co-op adventure here’s what I think…

    Sharing XP and Myst from kills perhaps would be more practical with higher level monsters that I’ve yet to encounter. It’s something that has obviously been brought up between my friend and I, but we haven’t really been in a situation which required each others help that would justify sharing the XP or Myst from a kill. Like I said, I probably haven’t faced even half the monsters in the game so maybe this idea could be better implemented with success on truly difficult monsters. I think the most important point to make here is to prevent boosting.

    Player’s should be able to set permissions on doors, towers, traps and locks to allow friends ( or specific players) into their abode to have a sense of in-game trust. Originally I was thinking everything that tribe offers should be duplicated for a friend tier. Although a friend tiered permission might be too broad. An individual permission would prevent tricksters adding players and looting them while they’re away and could lead to many things down the road such as Elder-only loot rooms or sharing a personal chest/locks.

    I’m sharing a base with my friend and we recently wanted to add a 3rd friend to the fray, but it’s getting to that point where it’s going to start looking ridiculous with 3 personal doors. My own base isn’t a safe haven if I have infamy since the towers weren’t constructed by my player. Rather then starting our own Tribe, it’d be nice if there was an alternative. Just a couple of examples where permissions would be a relief ^_^

    @irukandji thanks, will check out

    • This reply was modified 6 years, 5 months ago by  Sleepyhead.
Viewing 6 posts - 31 through 36 (of 36 total)